7 unstable releases

Uses old Rust 2015

0.5.0 Oct 31, 2019
0.4.0 Oct 9, 2017
0.2.1 Jan 21, 2017
0.1.2 Apr 2, 2016

#375 in Graphics APIs

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335 downloads per month
Used in fireplace_lib

MIT/Apache

115KB
1.5K SLoC

EGLI - EGL Interface for Rust

Build Status

At a glance

extern crate egli;

use egli::{ Display, RenderableType };

fn main() {
    let display = Display::from_default_display()
        .expect("failed to get EGL display");

    display.initialize()
        .expect("failed to initialize");

    let configs = display.config_filter()
                         .with_blue_size(8)
                         .with_red_size(8)
                         .with_green_size(8)
                         .with_depth_size(24)
                         .with_conformant(RenderableType::OPENGL_ES2)
                         .choose_configs()
                         .expect("failed to get configurations");

    println!("There are {} display configurations", configs.len());
    println!("First found configuration matching parameters is: {:#?}",
             configs.first());

    // proceed to create surface & context ...
}

Is it finished?

No, and it may take considerable time to get it into the state where we could name it "finished". However, the subset that is implemented should be ok to use and should not change drastically, except the way egli::ffi is bound.

Some things that would be nice to have:

  • More complete API coverage in higher-level egli.
  • An easy way to decorate error results with additional info from eglGetError.

What is EGL

EGL is a window system-independent equivalent to the GLX and WGL APIs, which respectively enable OpenGL support in X and Microsoft Windows. It is an interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. It handles graphics context management, surface/buffer binding, and rendering synchronization and enables high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs.

Why use EGLI

Many libraries such as SDL or glutin already do what EGL does (and more). Usually they are using EGL behind the scenes. So using EGL directly only makes sense if:

  • You obtained window/display handle by other means.
  • You need complete control of surface configuration.
  • You need to initialize OpenGL context.
  • You already have another OpenGL library that needs to call get_proc_address which EGL provides.
  • You need a way to swap buffers at the end of the scene.

EGLI Details

Browse api reference here.

EGLI has two abstraction levels.

Lower level EGL can be found in egli::egl namespace. The higher level types are in the root egli namespace.

Lower Level EGL Interface

Lower level interface is very close to raw ffi, but with error handling and unsafety removed (except few special cases).

Higher Level EGL Interface

EGLI has RAII wrappers for concepts such as Surface, Display or Context. Such structs are clearly marked as RAII in the documentation, because the user MUST be aware of resource destruction when these structs go out of scope.

This library does not try to be safe and reference-count the resources. Instead, the user must manage destruction order manually.

In the following example, the Display will be destroyed last, at the end of scope:

let display = egli::Display::from_default_display()
                      .expect("failed to get EGL display");
let surface = display.create_window_surface(config, native_window)
                     .expect("failed to create surface");

// at the end of scope the surface will be dropped
// and then the display will be dropped

// the resources will be freed in this exact order

If then display and surface are stored in some other struct, care must be taken to use an order which is reverse of creation:

let window_info = DisplayAndSurface {
    surface: surface,
    display: display,
};

Also, an RC wrapper can be easily written which takes care of these dependencies as needed by application. This kind of thing is out of scope of this library.

Using both Higher and Lower Level interfaces

All the RAII objects can be created directly from handles, and all of them have forget() method that returns the handle and disables RAII drop function.

In the following example, the display is terminated with lower level EGL call instead of the end-of-scope drop:

let display = egli::Display::from_default_display()
                            .expect("failed to get EGL display");

let display_handle = display.forget();

egli::egl::terminate(display_handle) // display is terminated
    .expect("failed to terminate display");

// the display's drop won't run because the forget() was called

License

Licensed under either of

at your option.

Contains work Copyright 2015 Sean Kerr, Apache License, Version 2.0. Files under this license can be identified by their headers.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

Dependencies

~150KB